It's a short one this time, After much wailing and gnashing of teeth Blizzard have today increased the cargo requirements for the Hellbat from 2 to 4. While they were originally being cautious about changing it too quickly, they have gone ahead and hotfixed it straight to the Beta servers without needing a patch, allowing themselves the next 2 weeks to tweak the game and find the next focus of the communities rage prior to the Beta being shut down on March 1st.
Quote:
Terran
Hellbat
The cargo space required to transport a Hellbat has been increased from 2 to 4.
Good change IMO, the drops circumvented the weakness of the Hellbat way too much and so this changes helps with that, without nerfing the Hellbat in other areas.
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[VB] Rhuubarb.120(SEA) / [VBSEA] Rhuubarb.634(NA) | | My Stream
The most powerful thing about the drop was it let the hellbats attacks straight away, if you are having to transform them, they shouldn't be able to hit workers (or anything that moves) cause they are so slow.
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[VB] Rhuubarb.120(SEA) / [VBSEA] Rhuubarb.634(NA) | | My Stream
I'm playing random on 1 accounts and toss on the other, both in masters i havn't struggled vs them cos i know it takes away from there bio so just drone more and spore spine. Just react to the late expand with an overlord scout and chuck down spores to be safe if you don't scout something
I dislike this change, the drops atm are easy enough to deal with so the change only weakens them
I don't disagree entirely, I think it's definitely possible to stop them though I can't give any particular feedback with regards to how much is too much to commit to defending it.
But ultimately I would say I just don't think terran needs another option to potentially kill all of your workers, especially with the increased accessibility of blue flame and mine burrow speed upgrade thanks to the removal of siege mode, weakening the build I think still leaves a good number of drop options that are less divergent.
I don't disagree entirely, I think it's definitely possible to stop them though I can't give any particular feedback with regards to how much is too much to commit to defending it.
But ultimately I would say I just don't think terran needs another option to potentially kill all of your workers, especially with the increased accessibility of blue flame and mine burrow speed upgrade thanks to the removal of siege mode, weakening the build I think still leaves a good number of drop options that are less divergent.
you don't need to commit much to killing them as long as you have sight, you can always pull workers til you get your invis sight back, tvt - scan zvt - spore/overlord pvt oracle/observer. They actually arn't that bad they are just a time consumption unit like how the oracle used to have the time thingy, they just buy time pretty much you should lose workers to them. I should sell lessons :P
I don't see why the hellbat needs the extra damage immediately. Early game it's useful enough with its extra tankiness and heal-ability, and it will only be late game, especially in TvP, where the extra damage will come in useful in large-scale engagements hellbat vs zealot. I reckon they should reduce it's damage and give it blue flame capability.
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mGGTitan [NA ] (HotS)
Previously known as mGGTitan
"We are terran. We never surrender. We always fight 'till the end." - Empire Kas
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